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Project Gateway: ISS recreation at 60% scale


Felbourn

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I probably should have thought to make a thread for Project Gateway long ago, but there will be more after Gateway, so better late than never. Beyond the link to Gateway, which is here

you'll be able to find news about the release schedule and other such information that I normally have no way to distribute otherwise (short of making a status video).

MOD LIST: http://forum.kerbalspaceprogram.com/threads/72848-Project-Gateway-ISS-recreation-at-60-scale?p=1029785&viewfull=1#post1029785

Edited by Felbourn
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Hey! I saw this pop up on the space craft exchange, and just wanted to say, I've been short of following you recently. Good job! You are a bit mod-intensive for my taste, but I also use KAS and I learned some pretty cool stuff watching you. Plus, +1 on the engineering nerdism shown on the videos, I like how you get right all the initialisms ;). Now with the new asteroids, and the opportunity to fiddle around with construction projects involving large rocks, I plan to put the lessons to good use pretty soon.

Rune. My future space station of evil-lair-iness is going to look soooo complicated and junky...

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A fan put this list together for me. He took my mods list and turned into links.

=====> MODS <=====

I am asked all the time about my mods list. I have different mods for different installs, and many installs. The mods being used lately for the KSS (the ISS recreation) includes:

=== Reaslism & Challenge ===

Deadly Reentry (realistic reentry shockwaves & heat)

http://forum.kerbalspaceprogram.com/threads/54954-0-23-Deadly-Reentry-Continued-v4-5-3-10-14

Ferram Aerospace Research (realistic aerodynamics)

http://forum.kerbalspaceprogram.com/threads/20451-0-23-Ferram-Aerospace-Research-v0-12-5-2-Aero-Fixes-For-Planes-Rockets-1-7-14

Interstellar (for waste heat and radiators)

http://forum.kerbalspaceprogram.com/threads/43839-0-23-KSP-Interstellar-(Thermal-Helper-Solar-Sail-Impactors-Fusion)-Version-0-10-3

Keramzit (procedural fairings for appearance & for use with Ferram Aerospace)

http://forum.kerbalspaceprogram.com/threads/39512-0-23-Procedural-Fairings-2-4-3-tech-tree-and-minor-improvements-(Dec-18)

RemoteTech2 (unmanned craft require antennae & sat dishes)

http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition

TAC Life Support (food, water, oxygen required for Kerbals)

http://forum.kerbalspaceprogram.com/threads/40667-0-23-WIP-TAC-Life-Support-0-8-22Dec

=== Many Parts ===

AIES (variety)

http://forum.kerbalspaceprogram.com/threads/35383-0-23-AIES-Aerospace-v1-5-1

KOSMOS (variety) [***not updated to 0.23***]

http://forum.kerbalspaceprogram.com/threads/24970-0-21-Kosmos-Spacecraft-Design-Bureau-Updated-(9-27-13)

KW Rocketry (engines & fuel)

http://forum.kerbalspaceprogram.com/threads/51037-0-23-KW-Rocketry-v2-5-6B-Avaliable-working-3m-Docking!-31-12-2013

=== Few Parts ===

KSPX (small stock-alike parts)

http://forum.kerbalspaceprogram.com/threads/30472-0-23-x-KSPX-Kerbal-Stock-Part-eXpansion-mod-reposted-v0-2-5

NothkeSerCom (6S Compartments for storage)

http://forum.kerbalspaceprogram.com/threads/61040-0-23-6S-Service-Compartment-Tubes-Design-smooth%21

Lionhead Aerospace (circular solar panels)

http://forum.kerbalspaceprogram.com/threads/12106-0-23-Lionhead-Aerospace-Inc-Landers-and-Probes-updated

Real Chute (more & better chute options)

http://forum.kerbalspaceprogram.com/threads/57988-0-23-x-RealChute-Parachute-Systems-editor-window!-v1-0-3-7-03-14

SDHI (Orion-like combo parts)

http://forum.kerbalspaceprogram.com/threads/52362-0-23-Sum-Dum-Heavy-Industries-Service-Module-System-(V1-7)

Mods By Tal (struts)

http://forum.kerbalspaceprogram.com/threads/30673-0-22-Spherical-and-Toridal-Tank-Pack-%28Updated-10-20-13%29

PorkWorks (inflatables)

http://forum.kerbalspaceprogram.com/threads/64442-Habitat-Pack

NovaPunch (just one engine)

http://forum.kerbalspaceprogram.com/threads/3870-0-22-NovaPunch-2-03-Oct-16th-2013-Career-Mode-Inline-NERVAS-Works-in-0-23

Near Future (solar panels and radiators)

http://forum.kerbalspaceprogram.com/threads/52042-0-23-Near-Future-Propulsion-0-42-(updated-08-03-14-fixes-new-reactor)

=== Toys ===

Kernal Attachment System (grab things and move them around)

http://forum.kerbalspaceprogram.com/threads/25563-0-21-1-KAS-v0-4-3-Struts-pipes-part-storage-containers-merged-winches-more

Hull Camera VDS (attach to your rockets & planes)

http://forum.kerbalspaceprogram.com/threads/46365-0-23-Hullcam-VDS-Added-new-cameras-by-Rubber-Ducky-Updated-30-Dec

Infernal Robotics (servos)

http://forum.kerbalspaceprogram.com/threads/37707-0-23-Techtree-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-12-(1-30-2014)

SCAN sat (terrain mapping)

http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping

=== Aesthetics ===

Boulder Co (clouds & city lights)

http://forum.kerbalspaceprogram.com/threads/55905-0-23-Release-6-7-Visual-Enhancements-Clouds-City-Lights

Chatterer (Kerbals can talk)

http://forum.kerbalspaceprogram.com/threads/25367-0-23-Chatterer-v-0-5-9-2

Surface Lights (improve night launches and dark-side visibility)

http://forum.kerbalspaceprogram.com/threads/57778-Surface-Mounted-Stock-Alike-Lights-for-Self-Illumination

Hot Rockets (engine trails)

http://forum.kerbalspaceprogram.com/threads/65754-HotRockets!-Particle-FX-Replacement-Tutorial

Distant Objects (bright spots for ships and planets)

http://forum.kerbalspaceprogram.com/threads/69907-0-23-Distant-Object-Enhancement-v1-3-Planets-satellites-in-the-night-sky!-(3-3)

=== Tools ===

Crew Manifest (move Kerbals inside craft)

http://forum.kerbalspaceprogram.com/threads/24636-0-21-x-Kerbal-Crew-Manifest-v0-5-5-0-Released!-0-21-Compatible!!!

Exhanced Navball (extra indicators)

http://forum.kerbalspaceprogram.com/threads/50524-0-23-Enhanced-Navball-1-2

Simple Part Organizer (sort & filter by mass and mod source)

http://forum.kerbalspaceprogram.com/threads/62466-0-23-SimplePartOrganizer-v1-0

RCS Build Aid (VAB tool)

http://forum.kerbalspaceprogram.com/threads/35996-0-23-RCS-Build-Aid-v0-4-4-New-average-center-of-mass-marker

MechJeb (displays & instruments)

http://forum.kerbalspaceprogram.com/threads/12384-PART-0-23-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-1-1

Navy Fish (docking indicator)

http://forum.kerbalspaceprogram.com/threads/43901-0-23-Docking-Port-Alignment-Indicator-(Version-3-0-Updated-12-18-13)

TAC Fuel Balancer (shift fuel between tanks faster)

http://forum.kerbalspaceprogram.com/threads/25823-0-23-TAC-Fuel-Balancer-v2-3-22Dec

Node Select (fine tune nodes)

http://forum.kerbalspaceprogram.com/threads/47863-0-23-PreciseNode-0-9-Maneuver-Node-Assistant-(update-Jan-27-14)

Actions on the Fly (change AGs after launch)

http://forum.kerbalspaceprogram.com/threads/24882-Actions-on-the-Fly-Edit-your-action-groups-in-flight-mode

Kerbal Alarm Clock (strops warp speed when needed)

http://kerbalspaceprogram.com/kerbal-alarm-clock-2/

Ubio Welder (make one part out of many)

http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Playtest-5-Now-In-Game-Tool

Alternate Resource Panel (cool icons next to resources)

http://forum.kerbalspaceprogram.com/threads/60227-0-23-KSP-Alternate-Resource-Panel-v2-1-0-0-(March-8)

*****************************************************************

Not found on your list but important nonetheless:

Kethane Pack (Mine resources on planets)

http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-Art-pass-terrain-conforming-grid-and-miscellaneous-improvements

Active Texture Management (Avoid KSP crashes due to memory)

http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-7-Active-Memory-Reduction-Mod

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Really interesting series so far. I'm only up through your "BlizzCon Update" (somewhere after episode 7 or 8?), but I'll catch up as time allows.

If I didn't mind taunting the kraken I'd probably go for part welding as you've been doing. 0.23 helped tremendously with frame rate around many-part ships, but I've found a number of mods that still (infrequently and unreliably) bug out after 255 parts. Any idea what your part count would be without the welding (assuming you're still doing that)?

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I'm over 5000 models; more than 500 actual parts. The Kraken doesn't seem to bother me for using welding. In fact, it seems to stay away MORE. Sadly as of yesterday night (filming episode 37) the frame rate is 2 and nothing I have tried has raised it. We've hit some kind of limit, and when I hit it I hit it hard. I dropped from 8 to 2. At 2 I can't film faster than 1 hour real life to get 1 minute of episode. Perhaps it's a mod eating cycles. I'd need to remove all DLLs and see what that does.

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Ouch. As much as I like my "keep everything and build (kinda) big" save, I think if I was running at 2FPS I'd just start feeding things to the kraken. The many seconds long autosaves are getting bad enough....

Still, with what you're doing that isn't really an option. Hopefully 0.23.5 and/or 0.24 with the newer versions of Unity help!

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If testing with no DLLs works, I'll binary search to find if there is a specific one that is causing the most problems and remove it if I can. If removing DLLs does not improve anything, I'll try undocking temporary vessels and see what that does. If nothing works still, I'll end the series at Episode 38 and move on to Series 2.

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You might also check your ksp log for repeated log spam, assuming you haven't already. I've had mods eat CPU cycles just from logging that they're freaking out over and over and over. (Ex: Kerbal Engineer Redux used to do that to me if I had more than one of them on a many-part vessel, such as docked at a large station.)

Otherwise... I guess the gateway opens when the FPS hits zero.

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I checked the log. It's printing nothing at all. I have seen the log spam before as well. Some mods at the 0.22 to 0.23 changeover were spamming NullRefExceptions and I saw them this way. The Gateway opens yesterday if I can't figure something out. :) But I will make one more episode to tie it up anyway. As of 37 I have a group on Mun that needs to come home and stuff like that. I need to actually *DO* something to finish this, but I fear it's anticlimactic if it goes this way.

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You could just make the whole station in the VAB, then weld it all together, excluding docking ports that are going to be used, and temporary vessels, then HyperEdit into orbit.

And whats more, the welding mod works in 0.23, there's an updated .dll on the thread.

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Yea. Considered it. We think alike! That would still take hours and hours to perfect. I have to work out the bugs when I weld the small modules, much less the station as one thing. Also, people would be able to see behind the curtain very easily as the station would no longer appear to have modules on CrewManifest, or when I mouse over them, etc. The whole station would "highlight" at the same time, or not, based on mouse position. Also, this would be just to dock a couple hypothetical modules that don't technically need to be docked. I just need to make an Omega-13 and "activate" the gateway. Also, welding only handles non-functional parts. Many of the non-welded parts on the station are of that variety. There is very little that is not welded other than those and the docked ships. Docked ships like my Hydra and the Dragon and the Cygnus Orb are separate too. Those are probably part of the REAL problem. I try to remove ships to increase FPS but I still need two escape vehicles. However, opening the Gateway could be done with no docked ships... for Kerbal safety. ;)

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I think the problem with the reentry of the space shuttle was that you let it reenter at almost 0 degrees angle of attack. The real one uses about 40 degrees, so it stays longer in the upper atmosphere and can bleed of more speed. With my own space shuttle I'm deorbiting to a 20km periapsis and then I reenter with about 35 degrees angle of attack so that my vertical speed drops to only about 20m/s at about 35 km and I stay in that part of the atmosphere as long as possible. Once I've lost enough speed, I lift my nose down again to descend faster. After that it shouldn't be too much harder than a normal plane landing.

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  • 2 weeks later...
I think the problem with the reentry of the space shuttle was that you let it reenter at almost 0 degrees angle of attack. The real one uses about 40 degrees, so it stays longer in the upper atmosphere and can bleed of more speed. With my own space shuttle I'm deorbiting to a 20km periapsis and then I reenter with about 35 degrees angle of attack so that my vertical speed drops to only about 20m/s at about 35 km and I stay in that part of the atmosphere as long as possible. Once I've lost enough speed, I lift my nose down again to descend faster. After that it shouldn't be too much harder than a normal plane landing.

The guy who made the CSS later confirmed what I had said in the video, that CSS was not ready for FAR when I used it.

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  • 2 months later...

hey guys

first i want to say what a great station you got upthere. great work. and maybe it sound stupit but when you weld a part.. you doesnt have to have all the parts that are in that welted part ??

and can you put your gamedata and save file online because i cant download all your mods. like the kosmos pack, its was there until spaceport closed so??

Edited by jebandhisfriends
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